So i’ve been trying to make a spinning part carry a player with only scripts, since i have a saving map system in my game thats very complex, and dont want to add more instances to save like Constraints or Velocitys.
I made the spinner spin with a tween, and then made a weldconstraint thats connected to both parts, the one that spins is invisible and a 1 stud, which is also anchored, and the other thats bigger and unanchored, which is what the player is supposed to be carried on, but it doesn’t work.
Screenshot of how they are put:
The Main is the 1 stud invisible part, and the carry one is what the player is supposed to be carried on.

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Hello, try removing the welding and simply fixing the rotating part by marking it as anchored, if that doesn’t help, then most likely the problem is in the script itself
Set the AssemblyAngularVelocity
of the main part to 1/60 of the spinning speed.
Example: The tween rotates the main
part 720 degrees in 10 seconds:
game.TweenService:Create(script.Parent, TweenInfo.new(10, Enum.EasingStyle.Linear), {Orientation = Vector3.new(0, 720 , 0)}):Play()
The speed would be 720/10
or 72
. Therefore, the AssemblyAngularVelocity
of the part would be 72/60
or 1.2
.
script.Parent.AssemblyAngularVelocity = Vector3.new(0, 1.2, 0)
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Sorry but, that did not work. Since the Spinner changes orientation, and the Velocity is a Vector3 value, it will not accompany the actual orientation of the Spinner.